mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 06:39:17 +00:00
0101a0e0bb
also suppressed some dereferencing svn-id: r53674
653 lines
27 KiB
C++
653 lines
27 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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// This module contains all the scheduling and timing stuff
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#include "common/system.h"
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#include "hugo/game.h"
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#include "hugo/hugo.h"
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#include "hugo/schedule.h"
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#include "hugo/global.h"
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#include "hugo/file.h"
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#include "hugo/display.h"
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#include "hugo/parser.h"
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#include "hugo/util.h"
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#include "hugo/sound.h"
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#include "hugo/object.h"
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namespace Hugo {
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#define SIGN(X) ((X < 0) ? -1 : 1)
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Scheduler::Scheduler(HugoEngine *vm) : _vm(vm) {
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}
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Scheduler::~Scheduler() {
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}
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// Initialise the timer event queue
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void Scheduler::initEventQueue() {
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debugC(1, kDebugSchedule, "initEventQueue");
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// Chain next_p from first to last
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for (int i = kMaxEvents; --i;)
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_events[i - 1].nextEvent = &_events[i];
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_events[kMaxEvents - 1].nextEvent = 0;
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// Chain prev_p from last to first
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for (int i = 1; i < kMaxEvents; i++)
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_events[i].prevEvent = &_events[i - 1];
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_events[0].prevEvent = 0;
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_headEvent = _tailEvent = 0; // Event list is empty
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_freeEvent = _events; // Free list is full
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}
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// Return a ptr to an event structure from the free list
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event_t *Scheduler::getQueue() {
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debugC(4, kDebugSchedule, "getQueue");
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if (!_freeEvent) // Error: no more events available
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Utils::Error(EVNT_ERR, "%s", "getQueue");
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event_t *resEvent = _freeEvent;
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_freeEvent = _freeEvent->nextEvent;
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resEvent->nextEvent = 0;
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return resEvent;
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}
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// Delete an event structure (i.e. return it to the free list)
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// Historical note: Originally event p was assumed to be at head of queue
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// (i.e. earliest) since all events were deleted in order when proceeding to
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// a new screen. To delete an event from the middle of the queue, the action
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// was overwritten to be ANULL. With the advent of GLOBAL events, Del_queue
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// was modified to allow deletes anywhere in the list, and the DEL_EVENT
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// action was modified to perform the actual delete.
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void Scheduler::delQueue(event_t *curEvent) {
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debugC(4, kDebugSchedule, "delQueue()");
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if (curEvent == _headEvent) { // If p was the head ptr
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_headEvent = curEvent->nextEvent; // then make new head_p
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} else { // Unlink p
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curEvent->prevEvent->nextEvent = curEvent->nextEvent;
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if (curEvent->nextEvent)
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curEvent->nextEvent->prevEvent = curEvent->prevEvent;
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else
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_tailEvent = curEvent->prevEvent;
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}
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if (_headEvent)
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_headEvent->prevEvent = 0; // Mark end of list
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else
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_tailEvent = 0; // Empty queue
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curEvent->nextEvent = _freeEvent; // Return p to free list
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if (_freeEvent) // Special case, if free list was empty
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_freeEvent->prevEvent = curEvent;
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_freeEvent = curEvent;
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}
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// Insert the action pointed to by p into the timer event queue
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// The queue goes from head (earliest) to tail (latest) timewise
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void Scheduler::insertAction(act *action) {
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debugC(1, kDebugSchedule, "insertAction() - Action type A%d", action->a0.actType);
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// First, get and initialise the event structure
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event_t *curEvent = getQueue();
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curEvent->action = action;
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switch (action->a0.actType) { // Assign whether local or global
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case AGSCHEDULE:
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curEvent->localActionFl = false; // Lasts over a new screen
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break;
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default:
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curEvent->localActionFl = true; // Rest are for current screen only
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break;
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}
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curEvent->time = action->a0.timer + getTicks(); // Convert rel to abs time
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// Now find the place to insert the event
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if (!_tailEvent) { // Empty queue
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_tailEvent = _headEvent = curEvent;
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curEvent->nextEvent = curEvent->prevEvent = 0;
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} else {
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event_t *wrkEvent = _tailEvent; // Search from latest time back
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bool found = false;
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while (wrkEvent && !found) {
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if (wrkEvent->time <= curEvent->time) { // Found if new event later
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found = true;
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if (wrkEvent == _tailEvent) // New latest in list
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_tailEvent = curEvent;
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else
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wrkEvent->nextEvent->prevEvent = curEvent;
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curEvent->nextEvent = wrkEvent->nextEvent;
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wrkEvent->nextEvent = curEvent;
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curEvent->prevEvent = wrkEvent;
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}
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wrkEvent = wrkEvent->prevEvent;
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}
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if (!found) { // Must be earliest in list
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_headEvent->prevEvent = curEvent; // So insert as new head
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curEvent->nextEvent = _headEvent;
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curEvent->prevEvent = 0;
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_headEvent = curEvent;
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}
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}
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}
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void Scheduler::insertActionList(uint16 actIndex) {
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// Call Insert_action for each action in the list supplied
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debugC(1, kDebugSchedule, "insertActionList(%d)", actIndex);
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if (_vm->_actListArr[actIndex]) {
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for (int i = 0; _vm->_actListArr[actIndex][i].a0.actType != ANULL; i++)
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insertAction(&_vm->_actListArr[actIndex][i]);
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}
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}
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void Scheduler::decodeString(char *line) {
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// Decode a string
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debugC(1, kDebugSchedule, "decodeString(%s)", line);
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static const char *cypher = getCypher();
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for (uint16 i = 0; i < strlen(line); i++)
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line[i] -= cypher[i % strlen(cypher)];
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debugC(1, kDebugSchedule, "result : %s", line);
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}
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event_t *Scheduler::doAction(event_t *curEvent) {
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// This function performs the action in the event structure pointed to by p
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// It dequeues the event and returns it to the free list. It returns a ptr
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// to the next action in the list, except special case of NEW_SCREEN
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debugC(1, kDebugSchedule, "doAction - Event action type : %d", curEvent->action->a0.actType);
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status_t &gameStatus = _vm->getGameStatus();
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act *action = curEvent->action;
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char *response; // User's response string
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object_t *obj1;
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object_t *obj2;
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int dx, dy;
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event_t *wrkEvent; // Save ev_p->next_p for return
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event_t *saveEvent; // Used in DEL_EVENTS
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switch (action->a0.actType) {
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case ANULL: // Big NOP from DEL_EVENTS
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break;
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case ASCHEDULE: // act0: Schedule an action list
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insertActionList(action->a0.actIndex);
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break;
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case START_OBJ: // act1: Start an object cycling
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_vm->_object->_objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb;
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_vm->_object->_objects[action->a1.objNumb].cycling = action->a1.cycle;
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break;
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case INIT_OBJXY: // act2: Initialise an object
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_vm->_object->_objects[action->a2.objNumb].x = action->a2.x; // Coordinates
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_vm->_object->_objects[action->a2.objNumb].y = action->a2.y;
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break;
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case PROMPT: { // act3: Prompt user for key phrase
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// TODO : Add specific code for Hugo 1 DOS, which is handled differently,
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response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
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warning("STUB: doAction(act3), expecting answer %s", response);
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// TODO : The answer of the player is not handled currently! Once it'll be read in the messageBox, uncomment this block
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#if 0
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bool found;
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char *tmpStr; // General purpose string ptr
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for (found = false, dx = 0; !found && (action->a3.responsePtr[dx] != -1); dx++) {
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tmpStr = _vm->_file->Fetch_string(action->a3.responsePtr[dx]);
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if (strstr(Utils::strlwr(response) , tmpStr))
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found = true;
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}
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if (found)
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insertActionList(action->a3.actPassIndex);
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else
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insertActionList(action->a3.actFailIndex);
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#endif
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// HACK: As the answer is not read, currently it's always considered correct
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insertActionList(action->a3.actPassIndex);
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break;
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}
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case BKGD_COLOR: // act4: Set new background color
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_vm->_screen->setBackgroundColor(action->a4.newBackgroundColor);
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break;
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case INIT_OBJVXY: // act5: Initialise an object velocity
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_vm->_object->setVelocity(action->a5.objNumb, action->a5.vx, action->a5.vy);
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break;
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case INIT_CARRY: // act6: Initialise an object
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_vm->_object->setCarry(action->a6.objNumb, action->a6.carriedFl); // carried status
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break;
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case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
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_vm->_object->_objects[action->a7.objNumb].x = _vm->_hero->x - 1;
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_vm->_object->_objects[action->a7.objNumb].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
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_vm->_object->_objects[action->a7.objNumb].screenIndex = *_vm->_screen_p; // Don't forget screen!
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break;
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case NEW_SCREEN: // act8: Start new screen
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newScreen(action->a8.screenIndex);
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break;
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case INIT_OBJSTATE: // act9: Initialise an object state
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_vm->_object->_objects[action->a9.objNumb].state = action->a9.newState;
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break;
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case INIT_PATH: // act10: Initialise an object path and velocity
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_vm->_object->setPath(action->a10.objNumb, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
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break;
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case COND_R: // act11: action lists conditional on object state
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if (_vm->_object->_objects[action->a11.objNumb].state == action->a11.stateReq)
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insertActionList(action->a11.actPassIndex);
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else
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insertActionList(action->a11.actFailIndex);
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break;
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case TEXT: // act12: Text box (CF WARN)
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Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file
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break;
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case SWAP_IMAGES: // act13: Swap 2 object images
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_vm->_object->swapImages(action->a13.obj1, action->a13.obj2);
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break;
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case COND_SCR: // act14: Conditional on current screen
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if (_vm->_object->_objects[action->a14.objNumb].screenIndex == action->a14.screenReq)
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insertActionList(action->a14.actPassIndex);
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else
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insertActionList(action->a14.actFailIndex);
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break;
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case AUTOPILOT: // act15: Home in on a (stationary) object
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// object p1 will home in on object p2
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obj1 = &_vm->_object->_objects[action->a15.obj1];
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obj2 = &_vm->_object->_objects[action->a15.obj2];
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obj1->pathType = AUTO;
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dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
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dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1;
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if (dx == 0) // Don't EVER divide by zero!
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dx = 1;
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if (dy == 0)
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dy = 1;
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if (abs(dx) > abs(dy)) {
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obj1->vx = action->a15.dx * -SIGN(dx);
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obj1->vy = abs((action->a15.dy * dy) / dx) * -SIGN(dy);
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} else {
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obj1->vy = action->a15.dy * -SIGN(dy);
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obj1->vx = abs((action->a15.dx * dx) / dy) * -SIGN(dx);
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}
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break;
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case INIT_OBJ_SEQ: // act16: Set sequence number to use
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// Note: Don't set a sequence at time 0 of a new screen, it causes
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// problems clearing the boundary bits of the object! t>0 is safe
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_vm->_object->_objects[action->a16.objNumb].currImagePtr = _vm->_object->_objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr;
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break;
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case SET_STATE_BITS: // act17: OR mask with curr obj state
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_vm->_object->_objects[action->a17.objNumb].state |= action->a17.stateMask;
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break;
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case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
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_vm->_object->_objects[action->a18.objNumb].state &= ~action->a18.stateMask;
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break;
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case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
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if ((_vm->_object->_objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask)
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insertActionList(action->a19.actPassIndex);
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else
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insertActionList(action->a19.actFailIndex);
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break;
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case DEL_EVENTS: // act20: Remove all events of this action type
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// Note: actions are not deleted here, simply turned into NOPs!
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wrkEvent = _headEvent; // The earliest event
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while (wrkEvent) { // While events found in list
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saveEvent = wrkEvent->nextEvent;
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if (wrkEvent->action->a20.actType == action->a20.actTypeDel)
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delQueue(wrkEvent);
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wrkEvent = saveEvent;
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}
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break;
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case GAMEOVER: // act21: Game over!
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// NOTE: Must wait at least 1 tick before issuing this action if
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// any objects are to be made invisible!
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gameStatus.gameOverFl = true;
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break;
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case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords
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_vm->_object->_objects[action->a22.objNumb].x = _vm->_hero->x;
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_vm->_object->_objects[action->a22.objNumb].y = _vm->_hero->y;
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_vm->_object->_objects[action->a22.objNumb].screenIndex = *_vm->_screen_p;// Don't forget screen!
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break;
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case EXIT: // act23: Exit game back to DOS
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_vm->endGame();
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break;
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case BONUS: // act24: Get bonus score for action
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processBonus(action->a24.pointIndex);
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break;
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case COND_BOX: // act25: Conditional on bounding box
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obj1 = &_vm->_object->_objects[action->a25.objNumb];
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dx = obj1->x + obj1->currImagePtr->x1;
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dy = obj1->y + obj1->currImagePtr->y2;
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if ((dx >= action->a25.x1) && (dx <= action->a25.x2) &&
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(dy >= action->a25.y1) && (dy <= action->a25.y2))
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insertActionList(action->a25.actPassIndex);
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else
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insertActionList(action->a25.actFailIndex);
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break;
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case SOUND: // act26: Play a sound (or tune)
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if (action->a26.soundIndex < _vm->_tunesNbr)
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_vm->_sound->playMusic(action->a26.soundIndex);
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else
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_vm->_sound->playSound(action->a26.soundIndex, BOTH_CHANNELS, MED_PRI);
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break;
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case ADD_SCORE: // act27: Add object's value to score
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_vm->adjustScore(_vm->_object->_objects[action->a27.objNumb].objValue);
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break;
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case SUB_SCORE: // act28: Subtract object's value from score
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_vm->adjustScore(-_vm->_object->_objects[action->a28.objNumb].objValue);
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break;
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case COND_CARRY: // act29: Conditional on object being carried
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if (_vm->_object->isCarried(action->a29.objNumb))
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insertActionList(action->a29.actPassIndex);
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else
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insertActionList(action->a29.actFailIndex);
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break;
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case INIT_MAZE: // act30: Enable and init maze structure
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_maze.enabledFl = true;
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_maze.size = action->a30.mazeSize;
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_maze.x1 = action->a30.x1;
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_maze.y1 = action->a30.y1;
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_maze.x2 = action->a30.x2;
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_maze.y2 = action->a30.y2;
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_maze.x3 = action->a30.x3;
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_maze.x4 = action->a30.x4;
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_maze.firstScreenIndex = action->a30.firstScreenIndex;
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break;
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case EXIT_MAZE: // act31: Disable maze mode
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_maze.enabledFl = false;
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break;
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case INIT_PRIORITY:
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_vm->_object->_objects[action->a32.objNumb].priority = action->a32.priority;
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break;
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case INIT_SCREEN:
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_vm->_object->_objects[action->a33.objNumb].screenIndex = action->a33.screenIndex;
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break;
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case AGSCHEDULE: // act34: Schedule a (global) action list
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insertActionList(action->a34.actIndex);
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break;
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case REMAPPAL: // act35: Remap a palette color
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_vm->_screen->remapPal(action->a35.oldColorIndex, action->a35.newColorIndex);
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break;
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case COND_NOUN: // act36: Conditional on noun mentioned
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if (_vm->_parser->isWordPresent(_vm->_arrayNouns[action->a36.nounIndex]))
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insertActionList(action->a36.actPassIndex);
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else
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insertActionList(action->a36.actFailIndex);
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break;
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case SCREEN_STATE: // act37: Set new screen state
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_vm->_screenStates[action->a37.screenIndex] = action->a37.newState;
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break;
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case INIT_LIPS: // act38: Position lips on object
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_vm->_object->_objects[action->a38.lipsObjNumb].x = _vm->_object->_objects[action->a38.objNumb].x + action->a38.dxLips;
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_vm->_object->_objects[action->a38.lipsObjNumb].y = _vm->_object->_objects[action->a38.objNumb].y + action->a38.dyLips;
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_vm->_object->_objects[action->a38.lipsObjNumb].screenIndex = *_vm->_screen_p; // Don't forget screen!
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_vm->_object->_objects[action->a38.lipsObjNumb].cycling = CYCLE_FORWARD;
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break;
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case INIT_STORY_MODE: // act39: Init story_mode flag
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// This is similar to the QUIET path mode, except that it is
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// independant of it and it additionally disables the ">" prompt
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gameStatus.storyModeFl = action->a39.storyModeFl;
|
|
|
|
// End the game after story if this is special vendor demo mode
|
|
if (gameStatus.demoFl && action->a39.storyModeFl == false)
|
|
_vm->endGame();
|
|
break;
|
|
case WARN: // act40: Text box (CF TEXT)
|
|
Utils::Box(BOX_OK, "%s", _vm->_file->fetchString(action->a40.stringIndex));
|
|
break;
|
|
case COND_BONUS: // act41: Perform action if got bonus
|
|
if (_vm->_points[action->a41.BonusIndex].scoredFl)
|
|
insertActionList(action->a41.actPassIndex);
|
|
else
|
|
insertActionList(action->a41.actFailIndex);
|
|
break;
|
|
case TEXT_TAKE: // act42: Text box with "take" message
|
|
Utils::Box(BOX_ANY, TAKE_TEXT, _vm->_arrayNouns[_vm->_object->_objects[action->a42.objNumb].nounIndex][TAKE_NAME]);
|
|
break;
|
|
case YESNO: // act43: Prompt user for Yes or No
|
|
warning("doAction(act43) - Yes/No Box");
|
|
if (Utils::Box(BOX_YESNO, "%s", _vm->_file->fetchString(action->a43.promptIndex)) != 0)
|
|
insertActionList(action->a43.actYesIndex);
|
|
else
|
|
insertActionList(action->a43.actNoIndex);
|
|
break;
|
|
case STOP_ROUTE: // act44: Stop any route in progress
|
|
gameStatus.routeIndex = -1;
|
|
break;
|
|
case COND_ROUTE: // act45: Conditional on route in progress
|
|
if (gameStatus.routeIndex >= action->a45.routeIndex)
|
|
insertActionList(action->a45.actPassIndex);
|
|
else
|
|
insertActionList(action->a45.actFailIndex);
|
|
break;
|
|
case INIT_JUMPEXIT: // act46: Init status.jumpexit flag
|
|
// This is to allow left click on exit to get there immediately
|
|
// For example the plane crash in Hugo2 where hero is invisible
|
|
// Couldn't use INVISIBLE flag since conflicts with boat in Hugo1
|
|
gameStatus.jumpExitFl = action->a46.jumpExitFl;
|
|
break;
|
|
case INIT_VIEW: // act47: Init object.viewx, viewy, dir
|
|
_vm->_object->_objects[action->a47.objNumb].viewx = action->a47.viewx;
|
|
_vm->_object->_objects[action->a47.objNumb].viewy = action->a47.viewy;
|
|
_vm->_object->_objects[action->a47.objNumb].direction = action->a47.direction;
|
|
break;
|
|
case INIT_OBJ_FRAME: // act48: Set seq,frame number to use
|
|
// Note: Don't set a sequence at time 0 of a new screen, it causes
|
|
// problems clearing the boundary bits of the object! t>0 is safe
|
|
_vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].seqList[action->a48.seqIndex].seqPtr;
|
|
for (dx = 0; dx < action->a48.frameIndex; dx++)
|
|
_vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].currImagePtr->nextSeqPtr;
|
|
break;
|
|
case OLD_SONG:
|
|
//TODO For Hugo 1 and Hugo2 DOS: The songs were not stored in a DAT file, but directly as
|
|
//strings. the current play_music should be modified to use a strings instead of reading
|
|
//the file, in those cases. This replaces, for those DOS versions, act26.
|
|
warning("STUB: doAction(act49)");
|
|
break;
|
|
default:
|
|
Utils::Error(EVNT_ERR, "%s", "doAction");
|
|
break;
|
|
}
|
|
|
|
if (action->a0.actType == NEW_SCREEN) { // New_screen() deletes entire list
|
|
return 0; // next_p = 0 since list now empty
|
|
} else {
|
|
wrkEvent = curEvent->nextEvent;
|
|
delQueue(curEvent); // Return event to free list
|
|
return wrkEvent; // Return next event ptr
|
|
}
|
|
}
|
|
|
|
// This is the scheduler which runs every tick. It examines the event queue
|
|
// for any events whose time has come. It dequeues these events and performs
|
|
// the action associated with the event, returning it to the free queue
|
|
void Scheduler::runScheduler() {
|
|
debugC(6, kDebugSchedule, "runScheduler");
|
|
|
|
status_t &gameStatus = _vm->getGameStatus();
|
|
event_t *curEvent = _headEvent; // The earliest event
|
|
|
|
while (curEvent && curEvent->time <= gameStatus.tick) // While mature events found
|
|
curEvent = doAction(curEvent); // Perform the action (returns next_p)
|
|
gameStatus.tick++; // Accessed elsewhere via getTicks()
|
|
}
|
|
|
|
uint32 Scheduler::getTicks() {
|
|
// Return system time in ticks. A tick is 1/TICKS_PER_SEC mS
|
|
debugC(3, kDebugSchedule, "getTicks");
|
|
|
|
return _vm->getGameStatus().tick;
|
|
}
|
|
|
|
void Scheduler::processBonus(int bonusIndex) {
|
|
// Add indecated bonus to score if not added already
|
|
debugC(1, kDebugSchedule, "processBonus(%d)", bonusIndex);
|
|
|
|
if (!_vm->_points[bonusIndex].scoredFl) {
|
|
_vm->adjustScore(_vm->_points[bonusIndex].score);
|
|
_vm->_points[bonusIndex].scoredFl = true;
|
|
}
|
|
}
|
|
|
|
// Transition to a new screen as follows:
|
|
// 1. Clear out all non-global events from event list.
|
|
// 2. Set the new screen (in the hero object and any carried objects)
|
|
// 3. Read in the screen files for the new screen
|
|
// 4. Schedule action list for new screen
|
|
// 5. Initialise prompt line and status line
|
|
void Scheduler::newScreen(int screenIndex) {
|
|
debugC(1, kDebugSchedule, "newScreen(%d)", screenIndex);
|
|
|
|
// Make sure the background file exists!
|
|
if (!_vm->isPacked()) {
|
|
char line[32];
|
|
if (!_vm->_file->fileExists(strcat(strncat(strcpy(line, _vm->_picDir), _vm->_screenNames[screenIndex], NAME_LEN), BKGEXT)) &&
|
|
!_vm->_file->fileExists(strcat(strcpy(line, _vm->_screenNames[screenIndex]), ".ART"))) {
|
|
Utils::Box(BOX_ANY, "%s", _vm->_textSchedule[kSsNoBackground]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// 1. Clear out all local events
|
|
event_t *curEvent = _headEvent; // The earliest event
|
|
event_t *wrkEvent; // Event ptr
|
|
while (curEvent) { // While mature events found
|
|
wrkEvent = curEvent->nextEvent; // Save p (becomes undefined after Del)
|
|
if (curEvent->localActionFl)
|
|
delQueue(curEvent); // Return event to free list
|
|
curEvent = wrkEvent;
|
|
}
|
|
|
|
// 2. Set the new screen in the hero object and any being carried
|
|
_vm->setNewScreen(screenIndex);
|
|
|
|
// 3. Read in new screen files
|
|
_vm->readScreenFiles(screenIndex);
|
|
|
|
// 4. Schedule action list for this screen
|
|
_vm->screenActions(screenIndex);
|
|
|
|
// 5. Initialise prompt line and status line
|
|
_vm->_screen->initNewScreenDisplay();
|
|
}
|
|
|
|
// Write the event queue to the file with handle f
|
|
// Note that we convert all the event structure ptrs to indexes
|
|
// using -1 for NULL. We can't convert the action ptrs to indexes
|
|
// so we save address of first dummy action ptr to compare on restore.
|
|
void Scheduler::saveEvents(Common::WriteStream *f) {
|
|
debugC(1, kDebugSchedule, "saveEvents()");
|
|
|
|
uint32 curTime = getTicks();
|
|
event_t saveEventArr[kMaxEvents]; // Convert event ptrs to indexes
|
|
|
|
// Convert event ptrs to indexes
|
|
for (int16 i = 0; i < kMaxEvents; i++) {
|
|
event_t *wrkEvent = &_events[i];
|
|
saveEventArr[i] = *wrkEvent;
|
|
saveEventArr[i].prevEvent = (wrkEvent->prevEvent == 0) ? (event_t *) - 1 : (event_t *)(wrkEvent->prevEvent - _events);
|
|
saveEventArr[i].nextEvent = (wrkEvent->nextEvent == 0) ? (event_t *) - 1 : (event_t *)(wrkEvent->nextEvent - _events);
|
|
}
|
|
|
|
int16 freeIndex = (_freeEvent == 0) ? -1 : _freeEvent - _events;
|
|
int16 headIndex = (_headEvent == 0) ? -1 : _headEvent - _events;
|
|
int16 tailIndex = (_tailEvent == 0) ? -1 : _tailEvent - _events;
|
|
|
|
f->write(&curTime, sizeof(curTime));
|
|
f->write(&freeIndex, sizeof(freeIndex));
|
|
f->write(&headIndex, sizeof(headIndex));
|
|
f->write(&tailIndex, sizeof(tailIndex));
|
|
f->write(saveEventArr, sizeof(saveEventArr));
|
|
}
|
|
|
|
// Restore the event list from file with handle f
|
|
void Scheduler::restoreEvents(Common::SeekableReadStream *f) {
|
|
debugC(1, kDebugSchedule, "restoreEvents");
|
|
|
|
uint32 saveTime;
|
|
int16 freeIndex; // Free list index
|
|
int16 headIndex; // Head of list index
|
|
int16 tailIndex; // Tail of list index
|
|
event_t savedEvents[kMaxEvents]; // Convert event ptrs to indexes
|
|
|
|
f->read(&saveTime, sizeof(saveTime)); // time of save
|
|
f->read(&freeIndex, sizeof(freeIndex));
|
|
f->read(&headIndex, sizeof(headIndex));
|
|
f->read(&tailIndex, sizeof(tailIndex));
|
|
f->read(savedEvents, sizeof(savedEvents));
|
|
|
|
event_t *wrkEvent;
|
|
// Restore events indexes to pointers
|
|
for (int i = 0; i < kMaxEvents; i++) {
|
|
wrkEvent = &savedEvents[i];
|
|
_events[i] = *wrkEvent;
|
|
_events[i].prevEvent = (wrkEvent->prevEvent == (event_t *) - 1) ? (event_t *)0 : &_events[(size_t)wrkEvent->prevEvent ];
|
|
_events[i].nextEvent = (wrkEvent->nextEvent == (event_t *) - 1) ? (event_t *)0 : &_events[(size_t)wrkEvent->nextEvent ];
|
|
}
|
|
_freeEvent = (freeIndex == -1) ? 0 : &_events[freeIndex];
|
|
_headEvent = (headIndex == -1) ? 0 : &_events[headIndex];
|
|
_tailEvent = (tailIndex == -1) ? 0 : &_events[tailIndex];
|
|
|
|
// Adjust times to fit our time
|
|
uint32 curTime = getTicks();
|
|
wrkEvent = _headEvent; // The earliest event
|
|
while (wrkEvent) { // While mature events found
|
|
wrkEvent->time = wrkEvent->time - saveTime + curTime;
|
|
wrkEvent = wrkEvent->nextEvent;
|
|
}
|
|
}
|
|
|
|
void Scheduler::restoreScreen(int screenIndex) {
|
|
// Transition to a new screen as follows:
|
|
// 1. Set the new screen (in the hero object and any carried objects)
|
|
// 2. Read in the screen files for the new screen
|
|
// 3. Initialise prompt line and status line
|
|
|
|
debugC(1, kDebugSchedule, "restoreScreen(%d)", screenIndex);
|
|
|
|
// 1. Set the new screen in the hero object and any being carried
|
|
_vm->setNewScreen(screenIndex);
|
|
|
|
// 2. Read in new screen files
|
|
_vm->readScreenFiles(screenIndex);
|
|
|
|
// 3. Initialise prompt line and status line
|
|
_vm->_screen->initNewScreenDisplay();
|
|
}
|
|
|
|
} // End of namespace Hugo
|